Demons Of The Burning Night: Part Nine Report in Shadow World | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Demons Of The Burning Night: Part Nine

General Summary

Despite Cran's best efforts, the concealed door remains stubbornly closed and it seems as if there is no way into the chamber that surely lies on the other side of the door. Sylke's magick however, comes to the rescue and a portal spell forces the door open for a minute allowing Cherry, Ugnan and Numal a chance to loot as much as they can from the small treasure chamber that is revealed. However, the large chests that are in the room cannnot be removed before the door swings shut again. Ugnan, remembering the eventual success of his impromptu "pit" spell, the healer creates a large pit underneath the mysterious door that allows Cran time to heave all of the chests into the larger room. With time to spend checking for traps and unpicking the complex locks, Cherry is able to open all three of the chests. One is oddly empty and turns out to be some form of portal; coins tossed into the chest just disappear from view. Behind a false wall in the treasure chamber, a powerful great-sword is also recovered. Named "Shieldbreaker", the mighty enchantment laid on the blade is obvious to all.   The party decide to investigate the second door to the south despite the fact that its warding symbol has clearly failed much like the symbol on the door to the right. Steps lead down to a series of empty alcoves. Dust on the floor suggests that the steps and the chamber beyond a second door have not been trod for many years. The distinctive sound of steel being sharpened on a whetstone can be heard on the other side of the door and with considerable caution, Cherry opens the door. In the center of a large chamber, a tall well-dressed figure seems to be "operating" on one of the mummified corpses. The creature does not offer any obvious threat but they party are unable to communicate with it; wisely deciding that the chamber offers little in the way of reward, they leave the "surgeon" to whatever his task is.   There are two doors on the western wall, both with intact warding symbols. Cherry picks the lock on the southernmost of the two. Beyond the door is a small chamber with a sarcophagus that holds the mummified remains of a once-great Amarrishi, Lady Jizen. Resting on top of the still pristine wrappings are a large black warhammer, steel and leather bracers and a silver torc.   A small alcove on the southern wall of the chamber houses a copper sheathed door. On closer inspection, both the door and the floor and walls of the alcove are lined with kregora, a substance that effectively "blocks" the use of spells. However, Cherry and Sylke also determine that in addition to what is a very complex lock, a particularly deadly arcane trap protects the door. Sylke is aware that only a true master of magic, perhaps a fabled Loremaster, could possibly design a magical ward capable of overcoming kregora. Trying to tunnel into the room is also prevented; Ugnan's trusted pit-method is blocked by the walls of the inaccessible chamber; these too are lined with kregora.   Cherry's magic reveals that whatever lies beyond the kregora-laced door and walls will make the party wealthy but the powerful wards and traps convince the companions that they should, for the present, move on and explore the remaining door on the western wall…..
Report Date
27 Jul 2019
Primary Location

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!